precision mediump float;
uniform samplerCube u_texture;
uniform vec3 u_camPos;
varying vec3 v_normW;
varying vec3 v_posW;
void main()
{
	//gl_FragColor.rb = v_color.xy;
	vec3 toEye = u_camPos - v_posW;
	vec3 reflectDir = reflect(normalize(-toEye), normalize(v_normW));
	gl_FragColor = textureCube(u_texture, reflectDir);
	
}
